Amiibo drops: Difference between revisions
→Logic
imported>Leoetlino (→Logic) |
imported>Leoetlino (→Logic) |
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[[AIDef:Action/ItemAmiiboCreateFromDropTable]] (the action that is responsible for determining the drop table and spawning the drops) follows the following process: | [[AIDef:Action/ItemAmiiboCreateFromDropTable]] (the action that is responsible for determining the drop table and spawning the drops) follows the following process: | ||
*Get the number of times the amiibo has been scanned for the current day (using AmiiboTouchHistory): $ | *Get the number of times the amiibo has been scanned for the current day (using AmiiboTouchHistory): $scanCount | ||
*Get the number of times the amiibo has been scanned (using AmiiboTouchHistoryTotal): $ | *Get the number of times the amiibo has been scanned (using AmiiboTouchHistoryTotal): $$scanCountTotal | ||
*Determine the drop table category to use. | *Determine the drop table category to use. | ||
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**When the amiibo has been scanned 0 to $HitRateAdjustStart times, the adjust rate is 0%. | **When the amiibo has been scanned 0 to $HitRateAdjustStart times, the adjust rate is 0%. | ||
**This value increases linearly and reaches its maximum (100%) when the amiibo scan count is >= $HitRateAdjustEnd. | **This value increases linearly and reaches its maximum (100%) when the amiibo scan count is >= $HitRateAdjustEnd. | ||
**In practice, because HitRateAdjustStart and HitRateAdjustEnd are both set to the same value (5), the formula can be simplified: the rate is 100% if $ | **In practice, because HitRateAdjustStart and HitRateAdjustEnd are both set to the same value (5), the formula can be simplified: the rate is 100% if $$scanCountTotal >= $HitRateAdjustEnd and 0% otherwise. | ||
*Determine if there should be a Great Hit (RNG) | *Determine if there should be a Great Hit (RNG) | ||
**If $ | **If $scanCount is <2, use GreatHitRate1st as the probability of getting a Great Hit. | ||
**If $ | **If $scanCount is 2, use GreatHitRate2nd. | ||
**If $ | **If $scanCount is 3, use GreatHitRate3rd. | ||
**In these three cases, if the great hit rate is >0.0, add <code>adjustRate * (100.0 - greatHitRate)</code> to the great hit rate. | **In these three cases, if the great hit rate is >0.0, add <code>adjustRate * (100.0 - greatHitRate)</code> to the great hit rate. | ||
**Otherwise, if $ | **Otherwise, if $scanCount is >3, the great hit rate is 0%. | ||
*If there was no Great Hit, determine if there should be a Big Hit (RNG) | *If there was no Great Hit, determine if there should be a Big Hit (RNG) | ||
**If $ | **If $scanCount <= 3, a Big Hit is guaranteed. | ||
**If $ | **If $scanCount >= 4, a Big Hit will never happen. | ||
*Determine if there should be a Small Hit (RNG) | *Determine if there should be a Small Hit (RNG) | ||
**If $ | **If $scanCount is <2, use SmallHitRate1st. | ||
**If $ | **If $scanCount is 2, use SmallHitRate2nd. | ||
**If $ | **If $scanCount is 3, use SmallHitRate3rd. | ||
**Otherwise, if $ | **Otherwise, if $scanCount is >3, the great hit rate is 0%. | ||
*Determine the drop | *Determine the drop num rate | ||
**If $ | **If $scanCount is <2, use DropNumRate1st. | ||
**If $ | **If $scanCount is 2, use DropNumRate2nd. | ||
**If $ | **If $scanCount is 3, use DropNumRate3rd. | ||
**Otherwise, if $ | **Otherwise, if $scanCount is >3, the drop num rate is 0%. | ||
*For each [[#Drop tables|drop table]] ({Normal,SmallHit,BigHit,GreatHit}{,2}), calculate the actual drop num. | |||
**0 if the table doesn't exist in the [[bdrop]] | |||
**<code>max(1, (dropNumRate * repeatNum) / 100.0)</code> otherwise | |||
**'''Note:''' For BigHit and GreatHit tables, (Remain), (Parasail) or (Normal) are appended to the table name. | |||
*Fix the drop nums based on the RNG results | |||
== References == | == References == |